It would be cool to have states between 'wall exists' and 'wall is atomized'. I do realize that 3 shots don't vaporize a wall, but that's the 'engine' we're stuck with. It also does not take that many shots to bring down a wall (if your gun can damage it in the first place), as structure hit points are... small.

Nevertheless, some people might now find other uses for those ridiculous rifles apart from weightlifting.

That's just awesome man, finally some use for those monsters...haven't found them yet on my current playthrough but on the regular 1.13 there were useless anyway, as the damage was only like 60 I think? making two 7.62x51 rounds more powerful than one .50 BMG..

I don't know if you take suggestions or not, but if you do I'd consider taking a look at opti-wand or fiber cable camera thingies, basically an option for stealth players to peek around corners, under doors, and above window frames without exposing their bodies...though if it's worth scripting and how useful it'd be remains to be seen..

The hit functions are odd. More often than not, what seems to be a solid hit doesn't register as one (the function for 'structure hit' simply isn't called, because the bullet apparently hits the ground). During testing, I often targetted a position way behind target, otherwise the bullet dropped too early. This is not a problem of this feature per se - I only alter the behaviour once a bullet hits a structure, but cannot do anything if the never says 'you hit that'.

// -------- added by Flugente: various ammo flags --------
// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define AMMO_NEUROTOXIN 0x00000001 //1 // this ammo adds the cyanide drug effect to its target, killing it in a few turns
#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
/*#define SHOVEL 0x00000004 //4
#define CONCERTINA 0x00000008 //8